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Women and gaming[electronic resource...
~
Gee, James Paul.
Women and gaming[electronic resource] :the Sims and 21st centurylearning /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
杜威分類號:
794.8082
書名/作者:
Women and gaming : the Sims and 21st centurylearning // James Paul Gee and Elisabeth R. Hayes.
作者:
Gee, James Paul.
其他作者:
Hayes, Elisabeth.
出版者:
New York : : Palgrave Macmillan,, 2010.
面頁冊數:
207 p. : : ill.
標題:
Simulation games in education.
標題:
Video games - Social aspects.
標題:
Video games for women.
ISBN:
9780230106734
ISBN:
0230106730
書目註:
Includes bibliographical references and index.
內容註:
Introduction : gaming goes beyond gaming -- Video games and twenty-first-century skills : whythe sudden worldwide interest in video games and learning? -- The Nickel and dimed challenge : designing new forms of socially conscious play -- A young girl becomes a designer and goes global : succeeding at twenty-first-century skills but not at school -- How passion grows : a retired shut-in goesfrom making a purple potty to gaining millions of fans -- Passionate affinity groups : a new form of community that works to make people smarter -- A young girl and her vampire stories : how a teenager competes with a best-selling author -- From The Sims to Second Life : a young woman transforms her real life -- What does it all mean? : what women and The Sims have to teach us about what education and learning will look like in the twenty-first-century.
摘要、提要註:
Video games have become both big business and a technological focal point for new forms of learning. Today games are not just played; players engage in game design, write fan fiction, and organize themselves into collaborative learning communities. In these communities players acquire 21st century skills in technology, but, in the best of these communities, they hone these technical skills and strengthen emotional and social intelligence. The authors argue that women gamers - too often ignored as gamers - are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence. We draw on case studies about women who "play" the Sims, the best selling game in history, to argue a new general theory of learning for the 21st Century.
電子資源:
access to fulltext (Palgrave)
Women and gaming[electronic resource] :the Sims and 21st centurylearning /
Gee, James Paul.
Women and gaming
the Sims and 21st centurylearning /[electronic resource] :James Paul Gee and Elisabeth R. Hayes. - 1st ed. - New York :Palgrave Macmillan,2010. - 207 p. :ill.
Includes bibliographical references and index.
Introduction : gaming goes beyond gaming -- Video games and twenty-first-century skills : whythe sudden worldwide interest in video games and learning? -- The Nickel and dimed challenge : designing new forms of socially conscious play -- A young girl becomes a designer and goes global : succeeding at twenty-first-century skills but not at school -- How passion grows : a retired shut-in goesfrom making a purple potty to gaining millions of fans -- Passionate affinity groups : a new form of community that works to make people smarter -- A young girl and her vampire stories : how a teenager competes with a best-selling author -- From The Sims to Second Life : a young woman transforms her real life -- What does it all mean? : what women and The Sims have to teach us about what education and learning will look like in the twenty-first-century.
Video games have become both big business and a technological focal point for new forms of learning. Today games are not just played; players engage in game design, write fan fiction, and organize themselves into collaborative learning communities. In these communities players acquire 21st century skills in technology, but, in the best of these communities, they hone these technical skills and strengthen emotional and social intelligence. The authors argue that women gamers - too often ignored as gamers - are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence. We draw on case studies about women who "play" the Sims, the best selling game in history, to argue a new general theory of learning for the 21st Century.
Electronic reproduction.
Basingstoke, England :
Palgrave Macmillan,
2010.
Mode of access:World Wide Web.
ISBN: 9780230106734Subjects--Uniform Titles:
Sims.
Subjects--Topical Terms:
374494
Simulation games in education.
Index Terms--Genre/Form:
336502
Electronic books.
LC Class. No.: LB1029.S53 / G44 2010
Dewey Class. No.: 794.8082
Women and gaming[electronic resource] :the Sims and 21st centurylearning /
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Introduction : gaming goes beyond gaming -- Video games and twenty-first-century skills : whythe sudden worldwide interest in video games and learning? -- The Nickel and dimed challenge : designing new forms of socially conscious play -- A young girl becomes a designer and goes global : succeeding at twenty-first-century skills but not at school -- How passion grows : a retired shut-in goesfrom making a purple potty to gaining millions of fans -- Passionate affinity groups : a new form of community that works to make people smarter -- A young girl and her vampire stories : how a teenager competes with a best-selling author -- From The Sims to Second Life : a young woman transforms her real life -- What does it all mean? : what women and The Sims have to teach us about what education and learning will look like in the twenty-first-century.
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Video games have become both big business and a technological focal point for new forms of learning. Today games are not just played; players engage in game design, write fan fiction, and organize themselves into collaborative learning communities. In these communities players acquire 21st century skills in technology, but, in the best of these communities, they hone these technical skills and strengthen emotional and social intelligence. The authors argue that women gamers - too often ignored as gamers - are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence. We draw on case studies about women who "play" the Sims, the best selling game in history, to argue a new general theory of learning for the 21st Century.
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